Background Image

Our melee speculations

Discussion in 'Orks' started by RageScreama, Jun 13, 2016.

  1. RageScreama RageScreama Well-Known Member

    So atm melee is pretty much king. Teams that win a lot seem to have about 80% melee and a couple dedicated antitank/cap runners. I was wondering about orks. Since we arent supposed to be as fast (which I call shenanigans on) Are we going to be so big and choppy that we shrug off most of the fast attack spam going on? Cause I would love it if it was lore accurate and a single marine descending from on high on glorious wings of firey fury....gets completely chopped to pieces almost instantly when he pulls that crap.

    I hope the lock on will be gone by the time we get in. I just don't see it working on orks with their over the top swings and wide attack patterns that I think they will have. Would be nice if a faction dedicated to going all out offense will be able to use its offense as a form of defense.
  2. RuntKikka RuntKikka Well-Known Member

    WOT?! Oo sed dat we wuz slow?!

    Nuffin iz fasta den a slugga boy runnin' in fer sum choppin'!

    Seriously, where did you get that information?
    thantrus likes this.
  3. RageScreama RageScreama Well-Known Member

    Based on the initial teaser way back. I think it showed an initial ork vs a marine and the ork attacks seemed to be more broad area but powerful. Less dodging but more of a do not enter the smash zone kind of feel.
  4. RuntKikka RuntKikka Well-Known Member

    Not sure I would trust something from that far back. At least I refuse to believe it until I see it.

    It's already a problem fer dem panzees and their stiff animations getting beat up by oomies so if we have slower attacks I can't see us doing well in melee where we should be best.
  5. Sleepylion Sleepylion Well-Known Member

    What makes you think melee is king? They just got nerfed very bad, they're definitely much harder to play now and you can't lonewolf with them anymore. And team composition is usually 65-70% ranged and 30-40% melee. Why do I feel like the people who complain about melee never actually play melee?
  6. Yeah, right this moment, everything got nerfed, melee, range, but meltas are the king. But all will change.
    Lord_Morammin likes this.
  7. Ork attacks should be the slowest of the 4 faction
    But also have the biggest hit area and the most dmg

    For getting into melee range we could have lots of tools
    Fast and cheap transports
    Bull charge ability (starting slow but getting pretty fast over time)
    Rokkits
    Lord_Morammin likes this.
  8. Zaeryn Zaeryn Master

    What stats should be:
    SM Move Speeds
    Forward: 6-ms
    Strafe: 5-ms
    Back-Pedal: 4-ms
    Sprint: 12-ms

    Ork Move Speeds B(ase) / W(AAAGH!)1 / W2
    Forward: 6-ms / 7-ms / 8-ms
    Strafe: 4.5-ms / 5.25-ms / 6-ms
    Back-Pedal: 3.5-ms / 4.1-ms / 4.7-ms
    Sprint: 12-ms / 14-ms / 16-ms

    Tactical Combat Knife TTK vs Ork Shoota: 2.1-seconds, 7 Basic Attacks, 0.3-sec Attack Speed
    Ork Choppa TTK vs Tactical Marine: 2.4-sec / 2-sec / 1.6-sec, 8 BAs, 0.3-sec / 0.25-sec / 0.2-sec AS

    Off base stats, the Tactical has a slight mobility and TTK advantage against the Ork; however, as the Ork's WAAAGH! buff increases, the advantage swings more and more heavily their way.

    Orks should have a WAAAGH! Active Ability with a moderate cooldown(I.E. 15 to 20-sec) that temporarily(I.E. 3 to 5-sec) buffs the user and any Orks nearby(I.E. within 3 to 5-meters) with increased Move/Attack Speed(+16.7%) and Reduced Ammo Consumption(-25%).

    Basic Orks should passively provide other nearby Orks with 25% of the Active buff but the Active and passive should not stack. Passively, Orks would be able to build up a double/max buff, which would provide 2x the benefits of the Active and could have other boni such as HP regeneration, increase reload speed, etc. etc.
    Elites/Heroes would passively provide 50%/100% of the Active buff respectively.
    For example, a group of 9 Basic Orks would have the Max buff. A Warboss with 4 Nobz would also have the Max buff but drop to 150% if a Nob died, while still helping provide the 3 Nobz with the Max buff.
    Lord_Morammin and Trenchwar like this.
  9. RageScreama RageScreama Well-Known Member

    Really? Because most every match of SM vs CSM seems to end up with about 80%melee both sides when I play. Plus I dont buy the whole melee is weak when a I watch one JPA land in a crowd and kill 3 people and jump out if he even so much as gets hit once. I'm not exagerating here either. There is too much mobility on both sides for melee that plus fast attack spam that I can't seem to block or dodge seems really out of control atm.
  10. Bossaroo bossaroo Well-Known Member

    @Sleepylion
    Please gents dont turn the thread into yet another melee debate, kindly take it elsewhere.
    Back on topic i agree with the whole orks yea our melee takes some time to swing but it has a broad arc and it hits like a truck. an example might be the great sword in chivalry, swing time is hefty but if hit you've lost a limb. I also like the whole bull charge idea as suggested by Savji because it seems orky and it would definitely spice up gameplay abit . Marines trying to stay out of melee having to wonder if "am i in charge range ?" Which is reminiscient back to the TT.

Share This Page